[MCPE-20537] Villages and Villagers ignore Y (or vertical) coordinate Created: 22/Mar/17  Updated: 20/Feb/20  Resolved: 20/Feb/20

Status: Resolved
Project: Minecraft (Bedrock codebase)
Component/s: None
Affects Version/s: 1.0.4.11, 1.0.5.54, 1.1.0.0, 1.0.6.52, 1.1.4.51, 1.2.6.55, 1.2.9.1, 1.9.0
Fix Version/s: None

Type: Bug
Reporter: Hoosa Snitch
Resolution: Cannot Reproduce Votes: 29
Labels: village, villager

Attachments: File Villagers-Ignoring-Y.mcworld    
Issue Links:
Relates
relates to MCPE-12422 Vertical distance is ignored by the h... Resolved
Confirmation Status: Confirmed
Platform: Windows
CHK:
ADO: 65951

 Description   

In v1.04, villagers attempt to path-find towards a village that is more than 80 blocks away vertically. (While villagers will not path-find to a village 80 blocks away horizontally) In addition, villagers located 80 blocks below a village are counted in the size of the village affecting breeding mechanics.

Villages cannot be stacked on top of one another without affecting one another. (For instance an iron farm and a villager breeder) Villagers cannot be used as farmers without effect if a village is located 80 blocks above the villager.



 Comments   
Comment by [Mojang] Mega_Spud (Jay Wells) [ 20/Feb/20 ]

Cleaning up old tickets: This ticket has not been updated recently (~1 year+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines.

Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki

Comment by Pet_ [ 24/Feb/19 ]

Having the same problem with stacked iron farms. Village centers are approx 75-80 blocks apart vertically. Villages are both contained in one chunk. Lower village spawns golems normally, upper village does not spawn golems at all. Upper village will spawn golems if all lower village doors are removed. Playing in 1.9 on iOS. iPad Pro 2 

Comment by silentwisperer [ 18/Feb/19 ]

Affects 1.9!

Comment by gruva [ 13/Sep/18 ]

Ok this isn't a fix but it is more information on this bug https://youtu.be/pt3RyyJnQYU

Comment by MD [ 10/Sep/18 ]

That was my understanding as well. FlnDutch has posted a .mcworld file in that thread which he says contains a working, stacked pair of villages (both producing golems at the expected rate). My Win10 machine is not easily available for playing MC so I haven't been able to try his world. I have not been able to duplicate the results on my own. I get behavior that would be expected if only the lowest village was active - only it produces golems. Villagers in the upper village will breed, however, up to the point where the villager count (total across both villages) matches the # of doors in both villages. Seems consistent with @Annie Ellico's comment.

 

Edit: he now reports that the upper village's population did transfer to the bottom village, as expected. He has some interesting results using water to phase the upper village in and out of existence, but it's not really a solution to this bug. So...nevermind I guess?

 

Comment by Eyeth [ 10/Sep/18 ]

Everything counts or fall within cylinderial area.

Comment by Annie Ellico [ 09/Sep/18 ]

Whilst villages will not merge with others 64+m away vertically in 1.6.0, all villagers will move to the lowest villages population, effectively making 0 population villages for those above.  

All villagers physically remain at their respective y-level but only count to the lowest villages in data

Comment by MD [ 09/Sep/18 ]

For what it's worth, someone (FlnDutch on the forums) has found that this is fixed in 1.6. I haven't been able to duplicate the results yet, but probably I am doing something wrong.

The relevant thread is here: https://www.minecraftforum.net/forums/minecraft/discussion/2923856-why-does-this-golem-farm-not-spawn-golems?page=4

Comment by James Burleigh [ 09/Aug/18 ]

Can confirm this is still occurring on all platforms running bedrock 1.5.3, tested on ios, pc, xbox, android. Hurry up Mojang! in the time since this bug report has been open with an iron farm above an iron farm at each cardinal direction of an active area i could have generated 1938522 ingots by now!

Comment by Alex Holler [ 29/Jul/18 ]

Happening on my creative world for Nintendo Switch :c drat. And it looks like it has been going on for a while now...hope they can fix it soon!

Comment by Jackie West [ 19/Jan/18 ]

Still occurring in 1.2.9

Comment by rboxman [ 07/Dec/17 ]

Still occurring in 1.2.6... Come on mojang, actually pretend like you care.

Comment by Jeff Jewett [ 18/Oct/17 ]

To add to this, when making a villager breeder, even if a villager is 100 blocks above the center of the village, it will still be counted as part of the village population. But if you move a villager 100 blocks horizontally, it is no longer part of the population. All village boundaries seem to ignore y height

Confirmed for 1.2.2

Comment by PointedPhoenix8 [ 22/Jul/17 ]

I built two villages in survival, The first village was built near bead rock, I got the population up to spawn 3 Iron golems at each attempt. I built a second village 80 block vertically above the first village. And put two villagers up there.

From My Observation, The top village started spawning one Iron golem at each attempt, where the bottom village stopped spawning any.

Version 1.1.4, Win 10 and Android

Comment by Hoosa Snitch [ 12/Apr/17 ]

Confirmed still an issue in 1.0.6 on Win 10 64 bit.

Comment by Zeb [ 05/Apr/17 ]

5tr4, that is intended behavior. Villagers will consider pretty much anything as a house, as long as it includes a door.

Comment by Anomonous Anomonous [ 05/Apr/17 ]

Even worse , they detect stronghold doors as a house.

Comment by Hoosa Snitch [ 04/Apr/17 ]

Thanks for attaching the test world. Please also note the following items in addition to your observations:

  • If villagers on the ground are released from the enclosure, they will attempt to path-find to the village above walking at a fast pace.
  • If a brown-coated villager is placed on the ground near crops, he will not harvest but will rather continue path-finding at a fast pace making villager powered auto-farms impossible.
  • Even with only 5 villagers in the sky village, Iron golems will spawn in the village in the sky if there are at least 5 villagers below. (you'll need to add spawnable blocks for the golems in the middle of the village to observe)
Comment by PHO [ 04/Apr/17 ]

Attached a test world where you can observe three oddities:

  1. Villagers in the village (in the sky) stop breeding when the number of villagers on the ground increases, which should not happen because the bottom part of the contraption should not be a part of the village.
  2. Villagers on the ground can breed when they have food, which also should not happen because they shouldn't be inside any villages.
  3. Iron golems will spawn in the village, which also should not happen because there are not enough villagers in the village.
Comment by Hoosa Snitch [ 29/Mar/17 ]

Confirmed still an issue in 1.0.5 on Win 10 64 bit. Please mark as a continued issue affecting 1.0.5.

Comment by rboxman [ 28/Mar/17 ]

A quick test shows that it's still a problem in 1.0.5 I think. I threw together a simple world and looks like it's broken but you should test with your setup in case I'm seeing something else.

Comment by Hoosa Snitch [ 28/Mar/17 ]

Yes hopefully this is the same issue that has been resolved in 1.05, however the issue and release notes specify only hostile mobs, and do not mention villages, villagers, or passive mobs. I'm not able to test using Win 10 edition yet since beta program is not available to Win 10 edition users yet. Will test once 1.05 is released to Win 10 edition.

Comment by rboxman [ 22/Mar/17 ]

Hopefully this is the same as MCPE-12422 – which should be fixed as of 1.0.5 (in beta on Android). See the Fixes in the release notes @ http://minecraft.gamepedia.com/Pocket_Edition_1.0.5_build_1

Generated at Sat Jan 11 15:27:28 UTC 2025 using Jira 9.12.2#9120002-sha1:301bf498dd45d800842af0b84230f1bb58606c13.